glsl: use the BA1 macro for textureCubeArrayShadow()

For both consistency and new bindless sampler types.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This commit is contained in:
Samuel Pitoiset 2017-04-10 19:23:15 +02:00
parent 8475a14302
commit 29082b0b22
1 changed files with 6 additions and 5 deletions

View File

@ -847,7 +847,7 @@ private:
const glsl_type *sampler_type,
const glsl_type *coord_type,
int flags = 0);
B0(textureCubeArrayShadow);
BA1(textureCubeArrayShadow);
ir_function_signature *_texelFetch(builtin_available_predicate avail,
const glsl_type *return_type,
const glsl_type *sampler_type,
@ -1839,7 +1839,7 @@ builtin_builder::create_builtins()
/* samplerCubeArrayShadow is special; it has an extra parameter
* for the shadow comparator since there is no vec5 type.
*/
_textureCubeArrayShadow(),
_textureCubeArrayShadow(texture_cube_map_array, glsl_type::samplerCubeArrayShadow_type),
_texture(ir_tex, v130, glsl_type::vec4_type, glsl_type::sampler2DRect_type, glsl_type::vec2_type),
_texture(ir_tex, v130, glsl_type::ivec4_type, glsl_type::isampler2DRect_type, glsl_type::vec2_type),
@ -5064,12 +5064,13 @@ builtin_builder::_texture(ir_texture_opcode opcode,
}
ir_function_signature *
builtin_builder::_textureCubeArrayShadow()
builtin_builder::_textureCubeArrayShadow(builtin_available_predicate avail,
const glsl_type *sampler_type)
{
ir_variable *s = in_var(glsl_type::samplerCubeArrayShadow_type, "sampler");
ir_variable *s = in_var(sampler_type, "sampler");
ir_variable *P = in_var(glsl_type::vec4_type, "P");
ir_variable *compare = in_var(glsl_type::float_type, "compare");
MAKE_SIG(glsl_type::float_type, texture_cube_map_array, 3, s, P, compare);
MAKE_SIG(glsl_type::float_type, avail, 3, s, P, compare);
ir_texture *tex = new(mem_ctx) ir_texture(ir_tex);
tex->set_sampler(var_ref(s), glsl_type::float_type);